Suggestions for Hafen (Haven and Hearth 2)

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Robben_DuMarsch
Posts: 2646
Joined: Wed Sep 28, 2011 2:58 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Robben_DuMarsch »

Characters die of old age.
User avatar
overtyped
Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
Location: Quaran book burning festival

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by overtyped »

Robben_DuMarsch wrote:Characters die of old age.
Yes yes.. we are all aware of the thread you made for old age already. It was a bad idea then and it's a bad idea now.. 2 days later... What makes you think posting it again will garner a different response?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by loftar »

To be fair, Jorb and I have considered such a mechanic in the past. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
painhertz
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Website: Http://www.noneyafuckinbusyness.com
Yahoo Messenger: chaosovum
Location: Louisiana

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by painhertz »

overtyped wrote:
Robben_DuMarsch wrote:Characters die of old age.
Yes yes.. we are all aware of the thread you made for old age already. It was a bad idea then and it's a bad idea now.. 2 days later... What makes you think posting it again will garner a different response?

DAMN SON! YOU JUST GOT SCHOOLED!!!!!
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
Amanda44
Posts: 6485
Joined: Wed Sep 28, 2011 12:13 pm

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Amanda44 »

loftar wrote:To be fair, Jorb and I have considered such a mechanic in the past. :)
Just because you considered it in the past, it doesn't then follow that it was a good idea, you clearly decided not to implement it. :)

And in your version did the character die after 1 or 2 months? Lol.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
painhertz
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Website: Http://www.noneyafuckinbusyness.com
Yahoo Messenger: chaosovum
Location: Louisiana

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by painhertz »

Amanda44 wrote:
loftar wrote:To be fair, Jorb and I have considered such a mechanic in the past. :)
Just because you considered it in the past, it doesn't then follow that it was a good idea, you clearly decided not to implement it. :)

And in your version did the character die after 1 or 2 months? Lol.

One of the Might and Magic games had an age mechanic and it was actually kind of fun, certain traps/monsters could age you leading to stat and power loss then there were wells and artifacts that could de-age you. It def added something to the game. Of course in Haven the average life time of a Hearthling is like what, a month? so I don;t think it really applies. lol
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
Amanda44
Posts: 6485
Joined: Wed Sep 28, 2011 12:13 pm

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Amanda44 »

painhertz wrote: One of the Might and Magic games had an age mechanic and it was actually kind of fun, certain traps/monsters could age you leading to stat and power loss then there were wells and artifacts that could de-age you. It def added something to the game. Of course in Haven the average life time of a Hearthling is like what, a month? so I don;t think it really applies. lol
Lol, and yeah, at least in the games you mention it was balanced with things that could reverse the process, I could see that that may be 'slightly' more fun. But, still not in Haven, lol. :)
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
Robben_DuMarsch
Posts: 2646
Joined: Wed Sep 28, 2011 2:58 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Robben_DuMarsch »

If there is an alternative suggestion that will more elegantly improve the games progression scheme, and simultaneously promote social interaction and reliance on others, I would love to hear it.
User avatar
painhertz
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Website: Http://www.noneyafuckinbusyness.com
Yahoo Messenger: chaosovum
Location: Louisiana

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by painhertz »

Robben_DuMarsch wrote:If there is an alternative suggestion that will more elegantly improve the games progression scheme, and simultaneously promote social interaction and reliance on others, I would love to hear it.
Having anything done (Chopping wood, making food, feasting...damned near anything) have an effect multiplier for each added participant? Problem is you'd have to balance that against noob/hermits ability to keep up with the Jones, Hermits need a mechanic of their own to provide an advantage FOR hermiting. In other words, there's should be hard coded advantages to both the hermit AND town/empire lifestyles. I love Jorbs idea of Hobbit holes/hideaways etc etc but that advantage should not be given to an entire "city" of hobbit holes, just as single entities if that makes any sense.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
mvgulik
Posts: 4094
Joined: Fri May 21, 2010 2:29 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Post by mvgulik »

painhertz wrote:I love Jorbs idea of Hobbit holes/hideaways etc etc but that advantage should not be given to an entire "city" of hobbit holes, just as single entities if that makes any sense.
That would translate to a minimal distance between hobbit holes. A shorter distance would either prevent the building of such a hobbit hole, or result in a lower (to zero) bonus level.

Possible down sides.
- Groups could use them to prevent real hobbits taking residence in a given large-area by filling it with there own hobbit holes. (with build prevention)
Or:
- Already resident hobbits having there bonus killed by others that intentionally build a set of hobbit holes around them. (with variable bonus level)

Return to “Critique & Ideas”